Abstract
Improving cancer risk perception among adolescents and young adults is a crucial public health goal that allows the prevention of cancer-initiating behaviors. Digital games can be implemented in health interventions to drive cancer risk perceptions.
This research experimentally examines how a video game called "Re-MissionTM" (HopeLab, Redwood City, CA) may create an environment in which perceived threat from virtual cancer cells can lead to emotional involvement and ultimately induce perceived cancer risk among healthy young adults. In "Re-Mission," players control a nano-robot that fights cancer cells inside cancer patients’ bodies. After baseline survey completion, participants (n = 118) played "Re-Mission" at low or high conflict (i.e., low, or high level of game challenges). Then, participants completed a postexperience survey.
Results from path analyses show that fear when being attacked by virtual cancer cells and happiness when killing cancer cells mediate pathways between conflict manipulation and change in cancer risk perception. These findings suggest that the study of emotions may aid researchers and designers in the identification of in-game events responsible for health outcomes.
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Khalil, G. (2013). Fear and Happiness in “Re-Mission”: Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds) Games for Health. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-02897-8_3
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DOI: https://doi.org/10.1007/978-3-658-02897-8_3
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